Politician Archive
Thread: Ideas to set Player Cities Apart from NPC cities: Updated as of 7.14.2005
Ares85 wrote:
The WoW email works like this:
In each city there is a mail box. With these mailboxes a player can email another and put an item in the mail. It usually takes about a day to get through to the other person. If they arent checked within 30 days I believe that the item gets sent back( dont qoute me on this). There is a fee attached to sending out an email with either just writing or an item. It is 30 copper there which probaly would be like 100-200 creds here. its a pretty simple thing that would work nicely with SWG i think.
just a quick though, but in the mail boxes you could send items to the person your emailing. Maby you could put a fee, per item, or size (like complex size i think? in your items ctr-i).
I really like the idea of being able to register your purpose for being in a city. It would probably be more helpful in an NPC city to reduce spam, but I can see it being a nice feature of Player Cities as a unique ability.
Khristen wrote:
I really like the idea of being able to register your purpose for being in a city. It would probably be more helpful in an NPC city to reduce spam, but I can see it being a nice feature of Player Cities as a unique ability.
Can we please "reverse" our thinking?
There seems to be this line of thought that NPC cities should have some restirctions while Player Cities are open to everyone. Can this not be reverised? Open up the NPCs cites to the public and allow Player Cities to be whatever the players that own want it to me?
For example, why would it be more useful to reduce "spam" in an NPC city that everyone has a right to be in, but not have the ability to eliminate "spam" in a player city that not everyone has a right to be in.
(and yes, this means that player cities are not a "right" for people that do not belong to them)
Message Edited by NihiMetal on 06-30-2005 10:37 AM
I meant it more in the fact that I see more people spamming (looking for groups, trying to sell something, advertizing their shop, etc.) in NPC cities than I do in Player Cities. I've only seen people spamming in Player Cities four times and each time it was because the person forgot to /dump their macro.
Having it be an exclusive perk for Player Cities (if it could be seen on the Planetary Map in the way that entertainers can register) could go a long way for bringing more people into the Player Cities and away from the chaos that is major starports.
Khristen wrote:
I meant it more in the fact that I see more people spamming (looking for groups, trying to sell something, advertizing their shop, etc.) in NPC cities than I do in Player Cities. I've only seen people spamming in Player Cities four times and each time it was because the person forgot to /dump their macro.
Having it be an exclusive perk for Player Cities (if it could be seen on the Planetary Map in the way that entertainers can register) could go a long way for bringing more people into the Player Cities and away from the chaos that is major starports.
This would encourage people to live in cities, as they could have nicer or cooler housing than if they just place the house outside the city limits.
This from a discussion on community with one of my citizens:
Possible Solutions: These are pure, off the hip thoughts, so expect no polish... The initial, and most basic solution, is to rework our theory of community in SWG to reflect a more (though never completely!) Hobbesian view of human nature. People band together, according to Hobbes, because life in the natural state is nasty, brutish and short. They create and institute government to protect them from threats internal and external. If you want that creating to involve player cities, then consider making it more difficult to establish communities and homesteads away from them. Increase the maintenance exponentially for every house within 10m of your house unless you're within an established player city radius. Or, perhaps make animal/gang attacks on structures more likely, draining the maintenance pool more quickly when damage is done. Allow player cities to establish defensive perimeters to ensure these attacks are rare or non-existent inside their borders. In short, give players some external threat to make joining a player city more advantageous than the right to pay taxes. (Please note that I'm *not* suggesting a purely Hobbesian approach, which leads us near to Stalinism more than anything. Merely that if we stop assuming people will band together because other people are so wonderful to be around and start giving them reasons not to live alone it will work better.)
Sighryn wrote:
This from a discussion on community with one of my citizens:
Possible Solutions: These are pure, off the hip thoughts, so expect no polish... The initial, and most basic solution, is to rework our theory of community in SWG to reflect a more (though never completely!) Hobbesian view of human nature. People band together, according to Hobbes, because life in the natural state is nasty, brutish and short. They create and institute government to protect them from threats internal and external. If you want that creating to involve player cities, then consider making it more difficult to establish communities and homesteads away from them. Increase the maintenance exponentially for every house within 10m of your house unless you're within an established player city radius. Or, perhaps make animal/gang attacks on structures more likely, draining the maintenance pool more quickly when damage is done. Allow player cities to establish defensive perimeters to ensure these attacks are rare or non-existent inside their borders. In short, give players some external threat to make joining a player city more advantageous than the right to pay taxes. (Please note that I'm *not* suggesting a purely Hobbesian approach, which leads us near to Stalinism more than anything. Merely that if we stop assuming people will band together because other people are so wonderful to be around and start giving them reasons not to live alone it will work better.)
Interesting thoughts.